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Simple Minis Revised

These are simple miniature wargaming rules designed to be easy to learn and play. The rules outline movement, attacking, armor, and other basic mechanics in a straightforward manner over multiple turns until one side is defeated. Figures, dice, and a basic measuring system are all that is required to play.

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Edvando Góis
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0% found this document useful (0 votes)
153 views14 pages

Simple Minis Revised

These are simple miniature wargaming rules designed to be easy to learn and play. The rules outline movement, attacking, armor, and other basic mechanics in a straightforward manner over multiple turns until one side is defeated. Figures, dice, and a basic measuring system are all that is required to play.

Uploaded by

Edvando Góis
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

VERY SIMPLE GENERIC MINIATURES RULES

By Andrew Domino ([Link]/[Link]) With contributions from Michael Taylor and Commander Cody ersion !" last re#ised $anuary %&" '(%' Creati#e Commons )onCommercial *hareAli+e ,.( -[Link] /icense *0M1 2ahoo 0rou. (htt.3//[Link]/grou./#sgmr/) These are rules designed to .lay through the great battles of yesterday and tomorrow. They were created by somebody other than me and rewritten and [Link] by me with the non5hard5core .otential gamer in mind" or .[Link] who aren6t interested in com.le4 rules interfering in blowing away miniature soldiers. And they wor+ a lot better than yelling" 78 got you9: and 7)o you didn6t9: bac+ and forth across the house9 2ou can add" change or ignore any rule you li+e; ma+e the game your own. <owe#er" the rules included here are written to ma+e the game as [Link] yet satisfying as .ossible. The game can handle any number of .layers. =ages , to ! are the basic rules" all you really need" though the other .ages include [Link] you can add to ma+e your game more in#ol#ed without being much more com.le4. I. WHAT YOU NEED TO PLAY Figures3 This game can be .layed in any sort of setting with any ty.e of small .lastic or metal figures. They should all be about the same si>e. [Link] figures can be found in .lastic 7army guys: .ac+ages" in fantasy or science fiction war games" as action figures from T shows and mo#ies" or e#en as .laying .ieces in normal board games. *ee *ection 8?. Miniatures @or A#ery *cale for suggestions on how to use figures of most common si>es with these rules. @igures are di#ided into three ty.es3 Guys3 .[Link] and creatures roughly human5si>ed or smaller. There are two 7fla#ors: of guys" troo.s and heroes B more on them below. Cava ry3 creatures guys ride on" li+e horses and wol#es. Motorcycles and one5man robot suits could be ca#alry too. Ve!i" es3 machines a guy dri#es or .ilots" li+e cars" tan+s and .lanes. /arge creatures li+e dragons and demons may be eCui#alent to #ehicles as well. A game can be .layed with Dust one ty.e or with any combination of the three. A .layer needs one figure [Link] each indi#idual guy" ca#alry .iece and #ehicle. Ma+e sure you ha#e a way of telling which figure belongs to each .layer. 8t6s best if the figure has an a..[Link] decoration for its abilities (carrying a gun for distance attac+s" wearing armor" and so on)" but you don6t ha#e to do this. $ust ma+e sure all the .layers +now what each figure can do. 2ou can describe figures" attac+s" armor and other game elements any way you want (guys could be soldiers" robots or wi>ards" while armor might be chain mail" .sychic shields or [Link] durability" for [Link]).

Di"e3 Aach .layer needs one or two si45sided dice. 8f you are using the [Link] 7*[Link] =ower: rules (see 8. *[Link] =owers)" you will also need eight5" ten5 and twel#e5sided dice. Measuri#g T$$ 3 *e#eral measurements are needed to .lay the game B [Link]" a Mo#e -nit" a <alf Mo#e -nit" and a Distance Attac+ -nit. A standard E F 4 %%5inch .iece of .[Link] is all you need to determine these measurements" though you may .refer to use a ruler or .re5cut lengths of string. P ayi#g Sur%a"e3 A [Link] on a tableto." the floor or e#en outdoors wor+s well. The game6s standard measurements assume you are using a tableto. about G feet by ! feet. Terrai#3 A game should also ha#e buildings and/or terrain features" li+e walls" trees or roc+s" which are scattered throughout the .laying surface before the game begins. These can be simulated with the real thing (small stones as boulders" a wooden bloc+ for a wall" and so on) or with .[Link]" cardboard and other materials. 2ou may also want to decorate the .laying surface with different [Link] of 7ground": li+e clear fields" city streets" ri#ers" small hills" etc.

'

II. RULES
*et u. your figures on one side of the .laying surface" facing toward the other .layer6s figures. *ome scenarios (see 888. *cenarios) may call for a different start to the game. 8f the .layers cannot agree on which figure can be in a .articular [Link] during set u." each .layer rolls one die. The .layer with the highest result gets to .lace his figure there. 1eroll ties. Aach round of the game follows the same order3 %. I#i&ia&ive is determined. '. The .layer who ta+es the first turn '$ves none" some or all of his figures. Then the ne4t .layer mo#es" and so on. ,. The .layer who ta+es the first turn ma+es (is&a#"e a&&a")s with any figures he controls that can ma+e distance attac+s" if he wishes. Then the ne4t .layer ma+es distance attac+s" and so on. G. The .layer who ta+es the first turn ma+es !a#( &$ !a#( a&&a")s with any figures he controls that can ma+e hand to hand attac+s on this turn" if he wishes. Then the ne4t .layer ma+es hand to hand attac+s" and so on. &. The .layer who ta+es the first turn ma+es s)i r$ s with any figures he controls that can ma+e ma+e s+ill rolls on this turn" if he wishes. Then the ne4t .layer ma+es s+ill rolls" and so on. !. When all .layers ha#e ta+en all ste.s" the round ends and I#i&ia&ive is rolled again. 1eturn to ste. %. When & rounds are finished" or if one .layer6s entire grou. of figures is destroyed" the game ends. The .layer who has destroyed the most .oints worth of o..onents6 figures wins (add all o..onents6 figures together). *ome scenarios change these ending and win conditions. *. I#i&ia&ive Aach .layer rolls one die. The .layer rolling highest chooses which .layer ta+es the first turn for this round. 1eroll ties. The .erson to the starting .layer6s left ta+es the ne4t turn" , and so on around the grou.. +. M$ve'e#& Aach figure can be mo#ed once" in any order the .layer wishes" u. to its full mo#ement. The short length of this rules sheet (E F inches) is a Move Unit. Twist and turn the .age any way you ha#e to so you can get the best mo#e .ossible. Measure from the front of the figure6s body. A figure can change direction at any time" and once a figure is done mo#ing" it can be rotated to face any direction" but can6t mo#e or rotate again until its ne4t turn. Anything that mo#es off the .laying surface cannot return. 8f a figure is in rough terrain (forest" roc+s" wasteland" water (if it isn6t a shi." boat or fish man)" mo#ing u. or down a hill" etc.) it can only mo#e u. to a Half Move Unit until the turn it is [Link] outside the terrain. A figure cannot mo#e through a barrier li+e a wall or fence. Mo#ing onto a ca#alry or #ehicle figure is all a guy needs to do to ride or dri#e/.ilot it. The rider or dri#er/.ilot figure will mo#e along with the ca#alry or #ehicle. 0uy Move Units Per Turn3 % Move Unit total distance3 E F inches Half Move Unit total distance 3 G H (or G) inches Ca#alry Move Units Per Turn3 % F Move Unit total distance3 %' I (or %,) inches Half Move Unit total distance3 ! F inches Ca#alry can mo#e if it has a rider. Jtherwise it cannot mo#e at all. ehicle Move Units Per Turn3 ' Move Unit total distance3 %K inches Half Move Unit total distance3 E F inches A #ehicle can mo#e if it has a dri#er or .ilot. Jtherwise it cannot mo#e at all.

,. Dis&a#"e A&&a")s 8f a figure is using a gun" bow" magic blast or other distance [Link]" it can target an enemy that is no farther away than a Distance Attack Unit" the long side of this rule sheet (%% inches). A figure can only make a single distance or a single hand to hand attack per round (not both) but can move and attack in the same round. )ame an o..osing figure your figure is trying to attac+; your figure has to be able to reasonably 7see: the target B it has to be facing the foe. 1oll a die. <ero guys and #ehicles add L% to their die result. Jn a result of - $r '$re" your figure has hit the enemy. 8f the o..osing figure has armor" it can ma+e an armor roll (see below). Jn a result of G or less" your figure missed and its attac+ is o#er. ARMOR3 @igures wearing armor (chain mail" thic+ fur" shields" etc.) may be able to deflect an attac+. 8f an attac+ is a hit" the target figure immediately rolls a die. ehicles add L% to their die result. 8f the figure has light armor" the hit becomes a miss on a result of . $r '$re. 8f it has heavy armor" the hit becomes a miss on a result of / $r '$re. AUTOMATIC FIRE3 @igures with machine guns" automatic .istols and other ra.id5fire [Link] roll TWJ dice when ma+ing a distance attac+" and use the higher result" before a..lying any adDustments to the die result. COVER3 8f the target figure is at least half5 bloc+ed by terrain li+e a building wall or a tree" the attac+ roll must be . $r '$re instead of the normal & or more (hero guys and #ehicles still add L% to their die result). 8f the .layers cannot agree on whether a figure is co#ered" roll one die. Jn a % to ," the figure is in the [Link]. Jn a G to !" the figure is co#ered. A ca#alry rider or a #ehicle dri#er or G

.ilot is considered to be co#ered as long as it is on its mount or in its #ehicle. /. Ha#( T$ Ha#( A&&a")s All figures can ma+e hand to hand attac+s" using a hand [Link] li+e a fist" sword" hoof" claw" a4e or e#en tire (for a #ehicle). The target of the attac+ must be touching the attac+ing figure B feel free to lay the attac+ing figure flat on its face where it was standing to see if it reaches the target that way. 2ou can stand the attac+ing figure bac+ u. after ma+ing the attac+. A figure can only make a single distance or a single hand to hand attack per round (not both) but can move and attack in the same round. 8f a figure is touching the target of its attac+ and has the ability to ma+e a distance attac+" it can choose to ma+e a distance or hand to hand attac+ against that target figure" but only one attac+ .er round. 1oll a die. <ero guys and #ehicles add L% to their die result. Jn a result of / $r '$re" your figure has hit the enemy. 8f the o..osing figure has armor" it can ma+e an armor roll (see abo#e). Jn a result of , or less" your figure missed and its attac+ is o#er. The rules for armor are the same as for distance attac+s (see abo#e). 8f a figure can ma+e a hand to hand attac+" its target will not be in co#er" and cannot use the co#er rule. <and to hand [Link] cannot use automatic fire. -. S)i R$ s Jccasionally" a .layer will want or need a figure to do something other than fight" li+e enter a secret code to disarm a bomb" tric+ a guard into letting his army .ass through a gate" or mo#e Cuietly through an enemy [Link]. Jn your turn" any guy figure can ma+e a s+ill roll attem.t" and it can also mo#e and ma+e a distance or hand to hand attac+ during that round. The figure must be a guy B ca#alry

riders and #ehicle dri#ers/.ilots can ma+e s+ill rolls" but only if they lea#e their ca#alry or #ehicle figure. 1oll a die. <ero guys add L% to their die result.

Jn a result of / $r '$re" the s+ill roll is a success" and the results of the action ta+e effect" as determined by the scenario or the .layers. Jn a result of , or less" the s+ill roll fails and the action does not ta+e effect.

III. ATTAC0 EFFECTS


8f a hit is not canceled with a successful armor roll" the target figure is defeated (+illed" +noc+ed out or destroyed). The .layer who lost the figure ta+es it from the .laying surface. 8f the figure was carrying a rider or dri#er/.ilot" or an item from a scenario" whate#er it was carrying is dro..ed right where the figure was ta+en from the .laying surface. The rider or dri#er/.ilot can mo#e li+e any other guy from that .oint on. Any figure can .ic+ u. a dro..ed item" but must end its mo#ement to do so. A figure can carry any number of items. 8f a building or terrain feature is hit in distance or hand to hand combat" it automatically ma+es an armor roll. Buildings and terrain features are ne#er in co#er. <a#e one .layer roll a die for the armor roll. The hit becomes a miss on a result of , $r '$re. 8f a building or terrain feature rolls a ' or %" .art or all of the building or feature is destroyed and remo#ed from the game (the amount that is remo#ed [Link] on the [Link] used in the attac+ B decide between the .layers).

&

IV. FIGURE POINT VALUES


A#ery .layer should begin the game with about the same number of .oints" within , .oints of each other. =layers can [Link] .oints on the guys" ca#alry and #ehicles of their choice" so each .layer may not ha#e the same number of figures. A [Link] scenario may limit how a .layer can [Link] .oints. Any .oints not [Link] are lost. Guys come in two 7fla#ors": Troo.s" who are the ordinary" nameless grunts who charge into battle" and <eroes" who aren6t much better but ha#e at least a fighting chance B they add L% to distance and hand to hand attac+ rolls. <eroes also ha#e a L% to s+ill rolls. M Troo.s cost % .oint .er figure" and heroes cost ' .oints .er figure. M All figures can ma+e hand to hand attac+s" but it costs % .oint .er guy to be able to ma+e distance attac+s. M A guy (either fla#or) can ha#e armor at % .oint for light armor" and ' .oints for hea#y armor. M 8t costs % .oint .er guy for that figure to use automatic fire. Before the game begins" no matter which scenario" name one of your heroes as your Commander" and ma+e sure the other .layers can Cuic+ly identify that figure as your commander. 2ou must buy a guy figure (usually a hero) to ma+e into commander. The commander figure has hea#y armor for free. 2ou can ha#e a troo. guy as commander" but he doesn6t get free armor. Cava ry costs ' .oints .er figure. Ca#alry reCuires a rider guy to mo#e" who is not included in the .rice of the ca#alry figure. *maller figures (horses" motorcycles" artillery cannons" etc.) can carry only the rider" but larger figures (dinosaurs" gliders" etc.) can carry the rider and u. to ' additional guys. M All ca#alry can ma+e hand to hand attac+s" but it costs % .oint .er ca#alry figure to be able to ma+e distance attac+s. M A ca#alry figure begins with light armor for free" and can buy hea#y armor for Dust % .oint. M 8t costs % .oint .er ca#alry for that figure to use automatic fire. Ve!i" es cost , .oints .er figure. ehicles reCuire a dri#er or .ilot guy to mo#e" who is not included in the .rice of the #ehicle figure. ehicles can carry the dri#er or .ilot and u. to G additional guys" or e#en more for #ery large #ehicles. ehicles add L% to distance and hand to hand attac+ and armor rolls. M All #ehicles can ma+e hand to hand attac+s" but it costs % .oint .er #ehicle figure to be able to ma+e distance attac+s. M All #ehicles begin with light armor for free" and can buy hea#y armor for Dust % .oint. M 8t costs % .oint .er #ehicle for that figure to use automatic fire.

V. TRAITS
8f you6d li+e a little more #ariety in the figures you bring into the game" try this idea. Aach of the following traits costs ' .oints .er indi#idual figure. 2ou can gi#e any number of traits to any ty.e of figure (guy" ca#alry or #ehicle)" though a single figure can only ha#e a trait once. @or [Link]" the *[Link] trait .ro#ides a L% bonus to distance attac+s. A figure canNt ha#e *[Link] twice for a L' bonus. Area Effect Attack (bomb magical burst etc!) 8f this figure succeeds with its distance (not hand to hand) attac+" you can immediately ma+e a second attac+" if .ossible. 8t can be against the same or a different target" and must also be a distance attac+. 8f the second attac+ also succeeds" a third and final attac+ can be made" if .ossible. Aach additional target must be within a <alf Mo#e -nit of the o..onent that was the target of the original attac+. Cause Fear (intimidate rout etc!) Any figure that ma+es an attac+ against a figure with this trait" and rolls a % or ' on the die" fails the attac+ and is struc+ by fear. 8t immediately rotates to face as far away from the figure with Cause @ear as it can" and mo#es % Mo#e -nit away from the figure with Cause @ear" following the normal mo#ement rules. This may mo#e a figure off the .laying surface and out of the game. After this [Link] mo#ement" the figure can return to action li+e normal in the ne4t round. Combat Master (fist"fighter melee #eapon e$pertise etc!) This figure adds L% to its die result when ma+ing a hand to hand attac+. A hero guy or #ehicle with this trait adds L' to its die result. Double Strike (battle rage t#o"#eapon attack etc!) 8f this figure succeeds with its hand to hand (not distance) attac+" you can immediately ma+e a second attac+" if .ossible. 8t can be against the same or a different target" and K must also be a hand to hand attac+. Flight (%et pack #ings etc!) The figure can tra#el its full mo#ement" e#en through rough terrain" and .ass o#er obstacles li+e walls. The .layer with a figure with this trait decides at the end of its mo#ement if the figure has landed or is still in flight. 8f it is still in flight" it cannot ma+e hand to hand attac+s or be attac+ed in hand to hand combat. 8t can still ma+e distance attac+s" if the figure has that [Link]. 8t can also be targeted by distance attac+s made by other figures. Ignores Armor (demonic talons magic blade etc!) 8f a figure with this trait successfully attac+s an o..onent wearing armor" that o..onent must ma+e TWJ armor rolls" one immediately after the other. The normal bonuses for #ehicles and the Tough trait a..ly to both rolls. 8f either armor roll fails" the attac+ is considered a hit. In e!en ent (artificial intelligence free spirit etc!) A ca#alry figure or #ehicle with this trait does not need a rider" .ilot or dri#er to mo#e and attac+. This trait is often gi#en to animals and monsters (li+e a .ac+ of wol#es or a giant battle robot). 0uy figures cannot ha#e this trait. A figure with this trait can still carry other figures. Ins!iration (battlefield command raise morale etc!) Jnce .er round" on your turn" any single figure can reroll any single attac+ or armor result he doesn6t li+e" though he has to li#e (or die) with the rerolled die result. 1eroll both dice" if the figure rolls two dice at the same time. -nli+e other traits" this ability can be used by any figure the .layer has" though the ability is no longer a#ailable if the figure with the [Link] trait is defeated. Recruit (curse treason etc!) 8f a figure with this trait defeats another figure

of any ty.e in a hand to hand (not distance) attac+" immediately roll a die. Jn a result of & or more" the figure that was defeated changes sides on the [Link]" and Doins the side of the figure that defeated it" using the traits" armor and other characteristics it had before being recruited. 8t can be used to mo#e" attac+" and ta+e other actions starting in the ne4t round. Jn a result of G or less" the figure that was defeated is remo#ed from the .laying surface" as it normally would be. Re"enge (counterstrike go do#n fighting etc!) 8f a figure with this trait is defeated" it can ma+e one last attac+ of the same ty.e as the attac+ that defeated it (either distance or hand to hand). The attac+ ta+es .lace immediately" e#en though it is not the target .layerNs turn" and the figure that defeated the figure with this trait must be the main target of the attac+.

Shar!shooter (bullseye ranged #eapon e$pertise etc!) This figure adds L% to its die result when ma+ing a distance attac+. A hero guy or #ehicle with this trait adds L' to its die result. Summon (call in support loyal minions etc!) 8nstead of ma+ing an attac+ or s+ill roll on its turn" a figure with this trait can roll one die. Jn a result of & or more" any single allied figure can be mo#ed from its .lace on the .laying surface to a .lace within a <alf Mo#e -nit of the figure with this trait. 8t can ta+e actions immediately" if .ossible. 8f a ca#alry or #ehicle figure is summoned" its rider" dri#er/.ilot and .assengers will not be. Tough (body armor endurance etc!) This figure adds L% to its die result when ma+ing an armor roll. A #ehicle with this trait adds L' to its die result.

VI. SUPER POWERS 8n a game featuring characters with abilities far abo#e those of 7normal: guys" e#en hero guys" a standard si45sided die may not be enough. Aach [Link] .ower [Link]#es one of a figure6s abilities by increasing the si>e of the die it uses for that ty.e of roll. The listed die is used each time the figure ma+es a roll of that ty.e" instead of the !5sided die the figure would normally use. Any bonuses or e4tra dice a trait or other characteristic offers wor+s the same way as it does in the standard rules. Aach of the following [Link] .owers costs the listed number of .oints .er indi#idual figure. 2ou can gi#e any number of [Link] .owers to any ty.e of figure (guy" ca#alry or #ehicle)" though a single figure can only ha#e a single [Link] .ower once. @or [Link]" a figure cannot ha#e *u.er5Blast as both a MaDor (%(5sided die) and a *[Link] (%'5sided die) [Link] .ower. &uper"Armor (battle suit" magical defenses" Cuic+ refle4es" etc.) Minor3 , .oints to ma+e armor rolls with an E5sided die MaDor3 G .oints to ma+e armor rolls with a %(5sided die *u.erior3 & .oints to ma+e armor rolls with a %'5sided die &uper"'last (laser beams" massi#e gun" .sychic stun" etc.) B see 7Onoc+bac+: below Minor3 ' .oints to ma+e Distance Attac+s with an E5sided die MaDor3 , .oints to ma+e Distance Attac+s with a %(5sided die *u.erior3 G .oints to ma+e Distance Attac+s with a %'5sided die &uper"'ra#l (martial arts training" strangling #ines" su.er5strength" etc.) B see 7Onoc+bac+: below Minor3 ' .oints to ma+e <and To <and Attac+s with an E5sided die MaDor3 , .oints to ma+e <and To <and Attac+s with a %(5sided die *u.erior3 G .oints to ma+e <and To <and Attac+s with a %'5sided die &uper"Move ([Link]" [Link]" web5swinging" etc.) Minor3 ' .oints to mo#e an additional <alf Mo#e -nit .er turn; also add L% to 8nitiati#e rolls. MaDor3 , .oints to mo#e an additional Mo#e -nit .er turn; also add L' to 8nitiati#e rolls. *u.erior3 G .oints to mo#e an additional Mo#e -nit and <alf Mo#e -nit .er turn; also add L, to 8nitiati#e rolls. &uper"&kill (good luc+" su.er5+nowledge" utility belt of gadgets" etc.) B only guy figures can ha#e this [Link] .ower Minor3 % .oints to ma+e *+ill 1olls with an E5sided die MaDor3 ' .oints to ma+e *+ill 1olls with a %(5sided die *u.erior3 , .oints to ma+e *+ill 1olls with a %'5sided die #$OC#%AC#3 A figure that rolls E or more on the die when ma+ing an attac+ using *u.er5Blast or *u.er5Brawl and does not defeat the o..onent (the o..onent succeeds at its armor roll" if it can ma+e one) +noc+s the o..onent bac+ward a <alf Mo#e -nit for each .oint on the die result abo#e K. @or [Link]" a figure that causes +noc+bac+ with a die result of P +noc+s its o..onent bac+ward one full Mo#e -nit (since P is ' .oints abo#e K" the figure causes ' <alf Mo#e -nits of bac+ward mo#ement). The o..osing figure does not change its facing" but immediately mo#es straight bac+ward as far as it can" following the normal mo#ement rules. This may mo#e a figure off the .laying surface and out of the game. After this [Link] mo#ement" the figure can return to action li+e normal in the ne4t round. P

VII. SAMPLE ARMIES


These are [Link] forces for fantasy and science fiction games. All commanders are hero guys. Me(ieva I#%a#&ry ('% .oints" P figures) (aptain )f The *egiment3 Commander B ' .oints &tandard 'earer3 Troo. guy" <ea#y Armor" [Link] trait B & .oints &oldiers (+)3 Troo. guy" /ight Armor B %G .oints (' each) D1arves ('' .oints" G figures) Thane3 Commander" Tough trait B G .oints ,uards (-)3 <ero guy" <ea#y Armor" Tough trait B %E .oints (! each) E ves ('% .oints" ! figures) Mage3 Commander" Distance attac+" *[Link] trait B & .oints &entries (.)3 <ero guy" Distance attac+" *[Link] trait B %( .oints (& each) /ootsoldiers (-)3 Troo. guy" Distance attac+ B ! .oints (' each) Or"s ('( .oints" & figures) 0arlord3 Commander" [Link] Master trait B G .oints Mercenaries (.)3 <ero guy" <ea#y Armor" Combat Master trait B %' .oints (! each) 0arriors (.)3 Troo. guy" /ight Armor B G .oints (' each) U#(ea( ('& .oints" P figures including % ca#alry and % #ehicle) 1ecromancer3 Commander" Cause @ear trait" *ummon trait B ! .oints &keleton Archers (.)3 Troo. guy" Distance attac+ B G .oints (' each) &keletal &teed3 Ca#alry B ' .oints &keletal &teed *ider3 Troo. guy B % .oint Demon3 ehicle" Cause @ear trait" [Link] trait B K .oints ()ote3 A demon wonNt carry figures li+e a normal #ehicle" but it is as fast and strong as a #ehicle.) ,houls (2)3 Troo. guy Q & .oints (% each) Fa#&asy A(ve#&urers ('& .oints" & figures) /ighter3 Commander" Combat Master trait" Double *tri+e trait B ! .oints (leric3 <ero guy" /ight Armor" [Link] trait B & .oints *ogue3 <ero guy" 8gnores Armor trait B G .oints 0i3ard3 <ero guy" Distance attac+" Area Affect Attac+ trait B & .oints *anger3 <ero guy" Distance attac+" Double *tri+e trait B & .oints Wi ( Wes& 2a#(i& Ga#g ('' .oints" E figures including G ca#alry) ,ang 4eader3 Commander" Distance attac+" *[Link] trait B & .oints 'andits (-)3 <ero guy" Distance attac+ B P .oints (, each) Horses (5)3 Ca#alry B E .oints (' each) 3$'4ie H$r(e ('( .oints" %, figures) Patient 6ero3 Commander" 1ecruit trait B G .oints /irst 7nfected (.)3 Troo. guy" 1ecruit trait B ! .oints (, each) Minions (89)3 Troo. guy B %( .oints (% each)

%(

H$rr$r Fi ' Surviv$rs (%P .oints" G figures) 4ocal &heriff3 Commander" Distance attac+" *[Link] trait B & .oints ,un 1ut3 <ero guy" Distance attac+" Automatic @ire" 1e#enge trait B ! .oints &cream :ueen3 Troo. guy" *ummon trait B , .oints ()ote3 A figure summoned by this figure will not be able to mo#e" attac+ or .erform any other action until the ne4t round.) High &chool /ootball &tar3 <ero guy" /ight Armor" Tough trait B & .oints M$(er# I#%a#&ry (', .oints" & figures including % #ehicle) &ergeant3 Commander" Distance attac+" Automatic @ire B G .oints &oldiers (.)3 Troo. guy" /ight Armor" Distance attac+" Automatic @ire B E .oints (G each) Helicopter3 ehicle" <ea#y Armor" Distance attac+" Automatic @ire" @light trait B E .oints Helicopter Pilot3 Troo. guy" Automatic @ire" /ight Armor B , .oints 5us&i"e Tea' (,E .oints" , figures) &uper",uy3 Commander" Distance attac+" @light trait" [Link] trait" *[Link] *u.er5Armor [Link] .ower" Minor *u.er5Blast [Link] .ower" *[Link] *u.er5Brawl [Link] .ower B %E .oints 'at",uy3 <ero guy" /ight Armor" Distance attac+" Cause @ear trait" MaDor *u.er5Armor [Link] .ower" MaDor *u.er5*+ill [Link] .ower B %' .oints 'ird &idekick3 <ero guy" /ight Armor" Distance attac+" Minor *u.er5Armor [Link] .ower" Minor *u.er5 *+ill [Link] .ower B E .oints Mig!&ies& Her$es (,! .oints" , figures) &pider",uy3 Commander" Distance attac+" MaDor *u.er5Mo#e [Link] .ower" Minor *u.er5*+ill [Link] .ower B K .oints (la#",uy3 <ero guy" /ight Armor" Combat Master trait" 1e#enge trait" MaDor *u.er5Armor [Link] .ower" MaDor *u.er5Brawl [Link] .ower B %G .oints 'ig ,reen3 <ero guy" <ea#y Armor" Combat Master trait" *[Link] *u.er5Armor [Link] .ower" *[Link] *u.er5Brawl [Link] .ower B %& .oints S&ar Mari#es (,( .oints" , figures) (aptain3 Commander" Distance attac+" Automatic @ire" 8gnores Armor trait" Minor *u.er5Blast [Link] .ower B E .oints 4ieutenant3 <ero guy" <ea#y Armor" Distance attac+" Automatic @ire" 8gnores Armor trait" Minor *u.er5Blast [Link] .ower B %( .oints Heavy 0eapons &pecialist3 <ero guy" <ea#y Armor" Distance attac+" Automatic @ire" Area Affect Attac+ trait" 8gnores Armor trait" Minor *u.er5Blast [Link] .ower B %' .oints 2ug A ie#s ('G .oints" & figures) Hive :ueen3 Commander" Cause @ear trait" Double *tri+e trait B ! .oints &oldiers (5)3 Troo. guy" /ight Armor" Double *tri+e trait B %! .oints (G each)

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VIII. SCENARIOS %asic &ame B .9 to .2 points per player suggested Aach .layer sets u. all his figures on one side of the .laying surface. The figures ha#e to be at least ' Mo#e -nits away from the figures of any other .layer. Whome#er has the last sur#i#ing figure(s) after & rounds wins. Alternately" the .layer who defeated the most number of .oints of o..onentsN figures wins (add all their .oint #alues together). Esca!e B .9 to .2 points per player suggested *et u. as in the Basic 0ame" but the first .layer to get more than half his original number of figures (not .oints #alue) across to the o..osite edge of the .laying surface wins. A .layer who does not ha#e enough figures remaining to win can still attac+ other .layers to try to .re#ent any .layer from winning before & rounds are finished. Trans!ort B .9 to .2 points per player suggested *et u. as in the Basic 0ame" but also .lace some +ind of mar+er [Link] an obDect in or near the center of the .laying surface. The .layer whose figure carries the obDect bac+ to the side of the .laying surface where his force began the game wins. The obDect does not affect the figure6s mo#ement" attac+ or armor. The obDect cannot be attac+ed or damaged in any way. 8f the figure carrying the obDect is remo#ed from the .laying area" the obDect falls to the ground. The obDect may be a non5 fighting .erson" li+e a child or a scientist. S!a'ning B .9 to .2 points per player suggested Aach .layer selects a side" either 8nfiltrator or *.awner. 8nfiltrator .layers set u. all their figures on one side of the .laying surface. *.awner .layers set u. only one figure .er .layer (their choice of which) on the o..osite side of the .laying surface. Aach round" when a *.awner .layerNs turn begins" roll the die" if the
.layer has figures that ha#e still not been in the game. Jn a %" the .layer can .lace any one of his figures not already in the battle anywhere on the side of the .laying surface o..osite where the .layer began the game" u. to % Mo#e -nit from the edge. Jn a '" the figure is .laced on the side to the right of the .layer. Jn a ," the figure is .laced on the *.awner .layerNs starting side. Jn a G" the figure is .laced on the side to the left of the .layer. Jn a &" the .layer chooses which side to .lace the figure. Jn a !" no figure is .laced this turn. The newly [Link] figure is immediately able to mo#e and attac+. @igures defeated and remo#ed from the .laying area are out of the game; they are not a#ailable to be [Link].

Ambush B
82 points per Ambusher player and .2 points per Target player suggested Aach .layer selects a side" either Ambusher or Target. Ambusher .layers set u. their figures behind terrain features and buildings (co#ered as much as .ossible). Target .layers must set u. their figures in an [Link] area" so that all their figures are within % Mo#e -nit of at least one other Target .layer figure besides their own. All Ambusher .layers ha#e L% to 8nitiati#e rolls for the entire game. The game ends when all Ambusher figures or all Target figures are +illed or destroyed.

Fortress Assault B
89 points per Assaulter and .9 points per Defender suggested Aach .layer selects a side" either Assaulter or Defender. -se a large building and .lace all Defender figures near it (within a <alf Mo#e -nit). Assaulter figures ha#e to set u. ' Mo#e -nits away from the building. The building can be successfully hit ' times (L% time .er additional Assaulter .layer after the first) before it is actually remo#ed from the .laying surface. 8f the building is destroyed" the sur#i#ing Assaulter .layers win. 8f all of the Assaulter figures are defeated" the sur#i#ing Defender .layers win.

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I6. MINIATURES FOR EVERY SCALE


There are se#eral .[Link] scales for figures used in gaming. 2ou can find a..[Link] measurements for [Link] si>es of figures listed below. )ote that these are figures commonly a#ailable in -.*. toy stores and hobby sho.s" though there are many other [Link] of figures a#ailable. Aach of the scales listed below is #ery general" and your figures may be slightly larger or smaller than one of these si>es. *[Link] choose the si>e you feel most comfortable using. The game rules use the generic 7Mo#e -nit: and 7Distance Attac+: lengths" which are a..[Link] for any si>e of figure. <owe#er" you can ma+e your game more detailed using the following chart. @igures are measured from head to bottom of the foot (for a [Link] figure)" chest to rear (for a [Link] figure)" or nose to rear (for a [Link] figure). Bases the figures are mounted to do not count for this measurement. Mo#ement and range is measured in s.aces3 sCuares or he4es on a battle ma." or measured using a ruler on a tableto. battlefield B with these rules" any si>e figures can be used on an ordinary table or floor [Link] about G by ! feet. Most figures will e#en fit on a standard battle ma." where [Link] are .re5drawn at % inch or % F inches. Jne [Link] eCuals & feet or ' yards in 7real world: distance. Mo#ement is for a [Link] human; other creatures and #ehicles may mo#e faster or slower. @igure *i>e G.K mm %& mm '& or 'E mm &G mm P( mm %E( mm ,(( mm *i>e Jf A *.ace F inch F inch % inch or % F inches ' inches , inches , inches ! inches Mo#ement Jn A Turn %' %' ! , ' ' % *hort 1ange '( '( %( E & , ' /ong 1ange &( &( '& %& %( E &

5!+ mm (-;8< inch)3 Toy cars li+e <ot Wheels and Matchbo4 82 mm (= inch)3 Traditional war games miniatures" as well as ) scale trains .2 or .> mm (8 inch)3 Common gaming miniatures" li+e those used in Dungeons R Dragons" <eroCli4 and Warhammer" /A0J microfigures" 7eraser: toys" as well as <J scale trains 25 mm (. inch)3 Collectible figures" li+e 0ala4y <eroes" *[Link] <ero *Cuad" /A0J minifigures" 8magine4t" [Link]#e 7army men: and cowboys" Minimates" as well as J scale trains. =laymobil figures are slightly larger than this scale (about '.& inches) ?9 mm (-!+2 or 5 inch)3 *mall action figures" li+e classic *tar Wars" 0.8. $oe" =a.o" *chleich" smaller dinosaur figures" as well as 0 scale trains 8>9 mm (<!2 or + inch)3 /arge action figures" li+e most [Link] toy lines" <e5Man" wrestlers" large dinosaur figures and model car +its. 7Dress5u.: action figures are slightly larger than this scale (about E inches) -99 mm (8. inch)3 Barbie dolls" large stuffed animals @igures can mo#e in any direction" including diagonally. They can mo#e through the same [Link] as another allied figure" but cannot end mo#ement in the same [Link] as any other figure. 1ubble" dar+ness" hea#y growth and other difficult terrain hal#es a figureNs mo#ement through it (round down). %,

@igures must be adDacent to one another (in [Link] that touch on a side or corner) to ma+e hand5to5 hand attac+s. 8f there6s a Cuestion whether a figure could see an enemy to hit it" draw an imaginary straight line from the center of the attac+er6s [Link] to the center of the target6s [Link] (or one of its [Link]" if it ta+es u. more than one [Link] on the ma.)" or from a .oint directly underneath each figure. 8f there is no enemy figure or large obstacle" li+e a building or e#en a .atch of dar+ness" in the .ath" the character can ma+e the attac+. Allies of the attac+er do not bloc+ its .ath" nor do obstacles filling less than half a [Link] in the .ath. @igures can attac+ through windows and other .artial obstacles with a minor .enalty to hit (use the co#er rule listed in *ection 88. 1ules for this game). This game has been .resented in the [Link] of good" clean fun (e4ce.t for all the dead guys9). This is only meant to simulate all those great tableto. battles without .ages and .ages of rules. 6. SOLO VSGMR *et u. the game using the standard rules. Determine which side will act first (highest die result)" unless the scenario states otherwise. At the #ery beginning of each turn" for each side" roll one si45sided die. .3 Ta+e actions with u. to all of the figures on that side" as in the regular rules. Then" choose one defeated figure (or a #ehicle and .ilot/dri#er or a ca#alry and rider) and .lace it u. to one Mo#e -nit away from the section of the .laying surface where that figure began the game. 8t must be more than one Mo#e -nit away from any o..osing figures. 8f the side does not ha#e any defeated figures" you cannot use this rule. -3 Ta+e actions with u. to all of the figures on that side" as in the regular rules. /3 Ta+e actions with u. to all of the figures on that side" as in the regular rules. ,3 Ta+e actions with u. to F the number of figures on that side (round u.). Alternately" it can be u. to F the .oints #alue. +7 Ta+e actions with u. to F the number of figures on that side (round u.). Alternately" it can be u. to F the .oints #alue. *7 Ta+e actions with only % single figure on that side. -sing these rules" you still don6t +now e4actly what your 7o..onent: will do" since you don6t +now how many figures will mo#e and attac+ on the turn.

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